Kaynağa Gözat

rarce fixed some minor stuff: glut, stdio.h

Rafael Arce Nazario 6 yıl önce
işleme
027db84607
7 değiştirilmiş dosya ile 823 ekleme ve 0 silme
  1. 550
    0
      Breakout.cpp
  2. 85
    0
      Breakout.h
  3. 9
    0
      MainMenu.cpp
  4. 14
    0
      MainMenu.h
  5. 36
    0
      MyObjects.h
  6. 37
    0
      config.h
  7. 92
    0
      main.cpp

+ 550
- 0
Breakout.cpp Dosyayı Görüntüle

@@ -0,0 +1,550 @@
1
+//
2
+//  Breakout.cpp
3
+//  ogamalBreakout
4
+//
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+//  Created by Osama Attia on 9/21/14.
6
+//  ogamal@iastate.edu
7
+//
8
+
9
+#include "Breakout.h"
10
+#include <stdio.h>
11
+
12
+using namespace std;
13
+
14
+void recomputeFrame(int value);
15
+
16
+Breakout::Breakout() {
17
+    init();
18
+}
19
+
20
+Breakout::~Breakout() {
21
+
22
+}
23
+
24
+void Breakout::display(void) {
25
+
26
+    // Clear buffer
27
+    glClear(GL_COLOR_BUFFER_BIT);
28
+
29
+    // Set OpenGL for 2D drawing
30
+    glMatrixMode(GL_PROJECTION);
31
+    glLoadIdentity();
32
+    glDisable(GL_LIGHTING);
33
+    glDisable(GL_DEPTH_TEST);
34
+    glDisable(GL_TEXTURE_2D);
35
+    glOrtho(0.0f, WINWIDTH, WINHEIGHT, 0.0f, 0.0f, 1.0f);
36
+    glMatrixMode(GL_MODELVIEW);
37
+    glLoadIdentity();
38
+    
39
+    // Draw my cool gradient background
40
+    drawBackground();
41
+
42
+    // Select which state of the game to display
43
+    switch (gameState) {
44
+        case INIT:
45
+            // Init values
46
+            init();
47
+            break;
48
+            
49
+        case Menus:
50
+            // TODO List menu
51
+            break;
52
+            
53
+        case Gameplay:
54
+            // Draw the game
55
+            drawGame();
56
+            // If no balls, player loses the game
57
+            if (balls.size() <= 0 & lifesCount > 0) {
58
+                newBall(-1, -1);
59
+                lifesCount--;
60
+                reward = 100;
61
+            } else if (balls.size() <= 0) {
62
+                // TODO - GAME OVER
63
+            }
64
+            
65
+            // If no bricks, player wins the level
66
+            if (bricks.size() <= 0 && level <= 2) {
67
+                level++;
68
+                initBricks();
69
+            } else if (bricks.size() <= 0) {
70
+                // TODO - PLAYER WON
71
+            }
72
+            break;
73
+            
74
+        case Scoreboard:
75
+            // TODO
76
+            break;
77
+        
78
+        default:
79
+            break;
80
+    }
81
+    
82
+    glutTimerFunc(TIMER, recomputeFrame, 0);
83
+    
84
+    glutSwapBuffers();
85
+}
86
+
87
+void recomputeFrame(int value) {
88
+	glutPostRedisplay();
89
+}
90
+
91
+void Breakout::init(void) {
92
+    // Reset game statistics
93
+    score = 0;
94
+    level = 1;
95
+    reward = 100;
96
+    lifesCount = 3;
97
+    
98
+    // Remove all balls
99
+    balls.clear();
100
+    
101
+    // Remove all bricks
102
+    bricks.clear();
103
+    
104
+    // Init bricks
105
+    initBricks();
106
+    
107
+    // Add ball and paddle
108
+    initPaddle();
109
+    newBall(-1, -1);
110
+    
111
+    // Start game play
112
+    gameState = Breakout::Gameplay;
113
+}
114
+
115
+void Breakout::drawBackground(void) {
116
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
117
+    glBegin(GL_QUADS);
118
+    // Top color
119
+    glColor3f(0.3f, 0.3f, 0.3f);
120
+    glVertex2f(WINWIDTH, WINHEIGHT);
121
+    glVertex2f(-WINWIDTH, WINHEIGHT);
122
+    // Bottom color
123
+    glColor3f(0.0f, 0.0f, 0.0f);
124
+    glVertex2f(0.0f, 0.0f);
125
+    glVertex2f(0.0f, 0.0f);
126
+    glEnd();
127
+}
128
+
129
+void Breakout::drawGame(void) {
130
+    // // Draw coordinates for guidance
131
+    // drawCoordinate();
132
+    
133
+    // Draw balls
134
+    drawBalls();
135
+    
136
+    // Draw bricks
137
+    drawBricks();
138
+    
139
+    // Draw paddle
140
+    drawPaddle();
141
+    
142
+    // Draw game statistics (lifes, score)
143
+    drawGameStats();
144
+
145
+}
146
+
147
+void Breakout::newBall(float x = -1, float y = -1) {
148
+    Ball b1;
149
+    if (x < 0 || y < 0) {
150
+        b1.xpos = WINWIDTH / 2.0;
151
+        b1.ypos = WINHEIGHT - 30.0f;
152
+    } else {
153
+        b1.xpos = x;
154
+        b1.ypos = y;
155
+    }
156
+    if ((float) rand() / (RAND_MAX) < 0.5)
157
+        b1.xvel = 5.0f;
158
+    else
159
+        b1.xvel = -5.0f;
160
+    b1.yvel = -10.0f;
161
+    b1.radius = BALL_RADIUS;
162
+    b1.r = 0.4f + (float) rand() / (RAND_MAX);
163
+    b1.g = 0.25f + (float) rand() / (RAND_MAX);
164
+    b1.b = 0.4f + (float) rand() / (RAND_MAX);
165
+    balls.push_back(b1);
166
+}
167
+
168
+void Breakout::drawBalls(void) {
169
+    for (std::vector<Ball>::iterator it = balls.begin(); it != balls.end(); ) {
170
+        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // use GL_LINE if no fill
171
+        glBegin(GL_POLYGON);
172
+        glColor3f(it->r, it->g, it->b);
173
+        for(int j = 0; j < CIRCLE_SEGMENTS; j++) {
174
+            float const theta = 2.0f * 3.1415926f * (float)j / (float)CIRCLE_SEGMENTS;
175
+            float const x = it->radius * cosf(theta);
176
+            float const y = it->radius * sinf(theta);
177
+            glVertex2f(x + it->xpos, y + it->ypos);
178
+        }
179
+        glEnd();
180
+        
181
+        // Set new position
182
+        it->xpos += it->xvel;
183
+        it->ypos += it->yvel;
184
+        
185
+        // Collision with left/right/top window sides
186
+        if ( (it->xpos <= (2 * it->radius)) || (it ->xpos >= (WINWIDTH - 2 * it->radius)) ) {
187
+            it->xvel *= -1;
188
+        }
189
+        if ( (it->ypos <= (2 * it->radius)) ) {
190
+            it->yvel *= -1;
191
+        }
192
+        if (it->ypos >= (WINHEIGHT - 2 * it->radius)) {
193
+            it = balls.erase(it);
194
+            continue;
195
+        }
196
+        
197
+        // Collission with the bricks
198
+        for (std::vector<Brick>::iterator br = bricks.begin(); br != bricks.end(); ) {
199
+            // Check collission between circle and vertical brick sides
200
+            if (it->ypos >= br->ypos && it->ypos <= br->ypos + br->height) {
201
+                // brick right edge and left point on circle
202
+                if ((it->xpos - it->radius - br->xpos - br->width) <= 5 && (it->xpos - it->radius - br->xpos - br->width) >= 0) {
203
+                    it->xvel *= -1;
204
+                    br = hitBrick(br);
205
+                    continue;
206
+                }
207
+                
208
+                // brick left edge and right point on circle
209
+                if ((it->xpos + it->radius - br->xpos) >= -5 && (it->xpos + it->radius - br->xpos) <= 0) {
210
+                    it->xvel *= -1;
211
+                    br = hitBrick(br);
212
+                    continue;
213
+                }
214
+            }
215
+            
216
+            // Check collission between circle and horizontal brick sides
217
+            if (it->xpos >= br->xpos && it->xpos <= br->xpos + br->width) {
218
+                // brick bottom edge and top point on circle
219
+                if ((it->ypos - it->radius - br->ypos - br->height) <= 10 && (it->ypos - it->radius - br->ypos - br->height) >= 0) {
220
+                    it->yvel *= -1;
221
+                    br = hitBrick(br);
222
+                    continue;
223
+                }
224
+                
225
+                // brick top edge and bottom point on circle
226
+                if ((it->ypos + it->radius - br->ypos) >= -10 && (it->ypos + it->radius - br->ypos) <= 0) {
227
+                    it->yvel *= -1;
228
+                    br = hitBrick(br);
229
+                    continue;
230
+                }
231
+            }
232
+            
233
+            GLfloat d;
234
+            // Check collission with top left corner
235
+            d = pow((it->xpos - br->xpos), 2.0) + pow((it->ypos - br->ypos), 2.0);
236
+            if (d < it->radius + 5.0) {
237
+                it->xvel *= -1;
238
+                it->yvel *= -1;
239
+                br = hitBrick(br);
240
+                continue;
241
+            }
242
+
243
+            // Check collission with top right corner
244
+            d = pow((it->xpos - br->xpos - br->width), 2.0) + pow((it->ypos - br->ypos), 2.0);
245
+            if (d < it->radius + 5.0) {
246
+                it->xvel *= -1;
247
+                it->yvel *= -1;
248
+                br = hitBrick(br);
249
+                continue;
250
+            }
251
+
252
+            // Check collission with bottom left corner
253
+            d = pow((it->xpos - br->xpos), 2.0) + pow((it->ypos - br->ypos - br->height), 2.0);
254
+            if (d < it->radius + 5.0) {
255
+                it->xvel *= -1;
256
+                it->yvel *= -1;
257
+                br = hitBrick(br);
258
+                continue;
259
+            }
260
+            
261
+            // Check collission with bottom right corner
262
+            d = pow((it->xpos - br->xpos - br->width), 2.0) + pow((it->ypos - br->ypos - br->height), 2.0);
263
+            if (d < it->radius + 5.0) {
264
+                it->xvel *= -1;
265
+                it->yvel *= -1;
266
+                br = hitBrick(br);
267
+                continue;
268
+            }
269
+            
270
+            ++br; // next brick
271
+        }
272
+        
273
+        // Check collission between paddle's top edge and bottom point on circle
274
+        if (it->xpos >= paddle.xpos && it->xpos <= paddle.xpos + paddle.width) {
275
+            if ((it->ypos + it->radius - paddle.ypos) >= -10 && (it->ypos + it->radius - paddle.ypos) <= 0) {
276
+                it->yvel *= -1;
277
+                reward = 100;
278
+                score += reward;
279
+                continue;
280
+            }
281
+        }
282
+        
283
+        ++it; // next ball
284
+    }
285
+}
286
+
287
+void Breakout::initPaddle(void) {
288
+    paddle.r = 0.2f;
289
+    paddle.g = 0.5f;
290
+    paddle.b = 1.0f;
291
+    paddle.width = 150.0f;
292
+    paddle.height = 12.0f;
293
+    paddle.xpos = WINWIDTH / 2.0f - paddle.width / 2.0f;
294
+    paddle.ypos = WINHEIGHT - 20.0f;
295
+}
296
+
297
+void Breakout::drawPaddle() {
298
+    // Make sure paddle is larger than 25px
299
+    if (paddle.width < 25) {
300
+        paddle.width = 25;
301
+    }
302
+    
303
+    glColor3f(paddle.r, paddle.g, paddle.b);
304
+    glRectf(paddle.xpos, paddle.ypos, paddle.xpos + 5.0f, paddle.ypos + paddle.height);
305
+    glRectf(paddle.xpos + 10.0f, paddle.ypos, paddle.xpos + paddle.width - 10.0f, paddle.ypos + paddle.height);
306
+    glRectf(paddle.xpos + paddle.width - 5.0f, paddle.ypos, paddle.xpos + paddle.width, paddle.ypos + paddle.height);
307
+}
308
+
309
+void Breakout::drawBricks(void) {
310
+    for (std::vector<Brick>::iterator it = bricks.begin(); it != bricks.end(); ++it) {
311
+        glColor3f(it->r, it->g, it->b);
312
+        glRectf(it->xpos, it->ypos, it->xpos + it->width, it->ypos + it->height);
313
+        
314
+        // Top cool triangle (kind of texture)
315
+        glBegin(GL_QUADS);
316
+        glColor3f(it->r-0.2f, it->g-0.2f, it->b-0.2f);
317
+        glVertex2f(it->xpos, it->ypos);
318
+        glColor3f(it->r-0.05f, it->g-0.05f, it->b-0.05f);
319
+        glVertex2f(it->xpos + it->width, it->ypos);
320
+        glColor3f(it->r-0.15f, it->g-0.15f, it->b-0.15f);
321
+        glVertex2f(it->xpos + it->width, it->ypos + it->height);
322
+        glVertex2f(it->xpos, it->ypos);
323
+        glEnd();
324
+    }
325
+}
326
+
327
+template <typename Iterator>
328
+Iterator Breakout::hitBrick(Iterator brick) {
329
+    score += reward;
330
+    reward += 25;
331
+//    system("afpqlay ../../cartoon008.wav");
332
+    
333
+    // Decrease brick health
334
+    if (brick->health > 1) {
335
+        brick->r = 0.95f;
336
+        brick->g = 0.95f;
337
+        brick->b = 0.95f;
338
+        brick->health -= 1;
339
+        return ++brick;
340
+    } else {
341
+        return bricks.erase(brick);
342
+    }
343
+}
344
+
345
+void Breakout::initBricks(void) {
346
+    if (level == 1)
347
+        bricksLevel1();
348
+    else if (level == 2)
349
+        bricksLevel2();
350
+}
351
+
352
+void Breakout::bricksLevel1(void) {
353
+    Brick newBrick;
354
+    newBrick.r = 0.95f;
355
+    newBrick.g = 0.95f;
356
+    newBrick.b = 0.95f;
357
+    newBrick.health = 1;
358
+    newBrick.width = (WALLWIDTH - (WALLCOLS - 2) * WALLSPACE) / WALLCOLS;
359
+    newBrick.height = (WALLHEIGHT - (WALLROWS - 2) * WALLSPACE) / WALLROWS;
360
+    
361
+    for (int i = 0; i < WALLROWS; ++i) {
362
+        for (int j = 0; j < WALLCOLS; ++j) {
363
+            // Set stronger bricks
364
+            if (i+1 > ceil(WALLROWS / 2.0) - 2 && i < ceil(WALLROWS / 2.0) + 2 && j+2 > ceil(WALLCOLS / 2.0) - 3 && j < ceil(WALLCOLS / 2.0) + 3) {
365
+                newBrick.r = 1.0f;
366
+                newBrick.g = 0.5f;
367
+                newBrick.b = 0.5f;
368
+                newBrick.health = 2;
369
+            } else {
370
+                newBrick.r = 0.95f;
371
+                newBrick.g = 0.95f;
372
+                newBrick.b = 0.95f;
373
+                newBrick.health = 1;
374
+            }
375
+            
376
+            newBrick.xpos = WALLX + j * newBrick.width + j * WALLSPACE;
377
+            newBrick.ypos = WALLY + i * newBrick.height + i * WALLSPACE;
378
+            bricks.push_back(newBrick);
379
+        }
380
+    }
381
+}
382
+
383
+void Breakout::bricksLevel2(void) {
384
+    Brick newBrick;
385
+    newBrick.width = (WALLWIDTH - (WALLCOLS - 2) * WALLSPACE) / WALLCOLS;
386
+    newBrick.height = (WALLHEIGHT - (WALLROWS - 2) * WALLSPACE) / WALLROWS;
387
+    
388
+    for (int i = 0; i < WALLROWS; i++) {
389
+        for (int j = 0; j < WALLCOLS; j++) {
390
+            // Set stronger bricks
391
+            if (i == 1 || i == WALLROWS - 2 || j == 1 || j == WALLCOLS - 2) {
392
+                newBrick.r = 1.0f;
393
+                newBrick.g = 0.5f;
394
+                newBrick.b = 0.5f;
395
+                newBrick.health = 2;
396
+            } else {
397
+                newBrick.r = 0.95f;
398
+                newBrick.g = 0.95f;
399
+                newBrick.b = 0.95f;
400
+                newBrick.health = 1;
401
+            }
402
+            
403
+            newBrick.xpos = WALLX + j * newBrick.width + j * WALLSPACE;
404
+            newBrick.ypos = WALLY + i * newBrick.height + i * WALLSPACE;
405
+            bricks.push_back(newBrick);
406
+        }
407
+    }
408
+}
409
+
410
+void Breakout::drawGameStats(void) {
411
+    glBegin(GL_LINES);
412
+    // Bottom right (red)
413
+    glColor3f(1.0f, 0.0f, 0.0f);
414
+    glVertex2f(20.0f, 30.0f);
415
+    glVertex2f(WINWIDTH - 20.0f, 30.0f);
416
+    glEnd();
417
+    
418
+    float offset = 25.0f;
419
+    for (int i = 0; i < lifesCount & i < 10; ++i) {
420
+        drawLife(35 + offset * i, 15);
421
+    }
422
+    
423
+    drawScore();
424
+}
425
+
426
+void Breakout::drawLife(float x, float y) {
427
+    // Scale the heart symbol
428
+    float const scale = 0.5f;
429
+    
430
+    // Heart symbol equations from Walfram Mathworld: http://mathworld.wolfram.com/HeartCurve.html
431
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
432
+    glBegin(GL_POLYGON);
433
+    glColor3f(1.0f, 0.2f, 0.2f);
434
+    for(int j = 0; j < CIRCLE_SEGMENTS; j++) {
435
+        float const theta = 2.0f * 3.1415926f * (float)j / (float)CIRCLE_SEGMENTS;
436
+        float const xx = scale * 16.0f * sinf(theta) * sinf(theta) * sinf(theta);
437
+        float const yy = -1 * scale * (13.0f * cosf(theta) - 5.0f * cosf(2.0f * theta) - 2 * cosf(3.0f * theta) - cosf(4.0f * theta));
438
+        glVertex2f(x + xx, y + yy);
439
+    }
440
+    glEnd();
441
+}
442
+
443
+void Breakout::drawScore(void) {
444
+    glPushMatrix();
445
+    // Write score word
446
+    glColor3f(1.0f, 0.7f, 0.7f);
447
+    glRasterPos2f(WINWIDTH - 120, 20);
448
+    char buf[300], *p;
449
+    p = buf;
450
+    sprintf(buf, "Score: ");
451
+    do glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, *p); while(*(++p));
452
+    // Print the score
453
+    p = buf;
454
+    sprintf(buf, "           %d", score);
455
+    glColor3f(1.0f, 0.2f, 0.2f);
456
+    glRasterPos2f(WINWIDTH - 120, 20);
457
+    do glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, *p); while(*(++p));
458
+    glPopMatrix();
459
+}
460
+
461
+void Breakout::drawCoordinate(void) {
462
+    glBegin(GL_LINES);
463
+        // Top left (white)
464
+        glColor3f(1.0f, 1.0f, 1.0f);
465
+        glVertex2f(20.0f, 10.0f);
466
+        glVertex2f(20.0f, 30.0f);
467
+        glVertex2f(10.0f, 20.0f);
468
+        glVertex2f(30.0f, 20.0f);
469
+    
470
+        // Bottom right (red)
471
+        glColor3f(1.0f, 0.0f, 0.0f);
472
+        glVertex2f(WINWIDTH - 20.0f, WINHEIGHT - 10.0f);
473
+        glVertex2f(WINWIDTH - 20.0f, WINHEIGHT - 30.0f);
474
+        glVertex2f(WINWIDTH - 10.0f, WINHEIGHT - 20.0f);
475
+        glVertex2f(WINWIDTH - 30.0f, WINHEIGHT - 20.0f);
476
+    glEnd();
477
+}
478
+
479
+void Breakout::reshape(int width, int height) {
480
+    if (width != WINWIDTH || height != WINHEIGHT)
481
+        glutReshapeWindow(WINWIDTH, WINHEIGHT);
482
+}
483
+
484
+void Breakout::mouseClick(int button, int state, int x, int y) {
485
+    if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
486
+        newBall(x, y);
487
+    }
488
+    
489
+    // Force redraw
490
+	glutPostRedisplay();
491
+}
492
+
493
+void Breakout::mouseMove(int x, int y) {
494
+    y = WINHEIGHT - y;
495
+    if (x - paddle.width / 2.0f >= 0 && x + paddle.width / 2.0f <= WINWIDTH) {
496
+        paddle.xpos = x - paddle.width / 2.0f;
497
+    } else if (x - paddle.width / 2.0f <= 0) {
498
+        paddle.xpos = 0;
499
+    } else if (x + paddle.width / 2.0f >= WINWIDTH) {
500
+        paddle.xpos = WINWIDTH - paddle.width;
501
+    }
502
+	glutPostRedisplay();
503
+}
504
+
505
+void Breakout::keyStroke(unsigned char key, int x, int y) {
506
+    switch (key) {
507
+        case 'q': // Exit
508
+            exit(0);
509
+            break;
510
+        case 'n': // New game
511
+            init();
512
+            break;
513
+        case 'h':
514
+            lifesCount++;
515
+            break;
516
+        case 27: // Esc button
517
+            exit(0);
518
+            break;
519
+        default:
520
+            break;
521
+    }
522
+}
523
+
524
+void Breakout::specialKeyPos(int key, int x, int y) {
525
+    switch(key)
526
+	{
527
+		case GLUT_KEY_LEFT:
528
+            if (paddle.xpos > 0) {
529
+                paddle.xpos -= 5.0f;
530
+                paddle.xpos -= 5.0f;
531
+                glutPostRedisplay();
532
+                paddle.xpos -= 5.0f;
533
+                paddle.xpos -= 5.0f;
534
+                glutPostRedisplay();
535
+            }
536
+            break;
537
+        case GLUT_KEY_RIGHT:
538
+            if (paddle.xpos + paddle.width < WINWIDTH) {
539
+                paddle.xpos += 5.0f;
540
+                paddle.xpos += 5.0f;
541
+                glutPostRedisplay();
542
+                paddle.xpos += 5.0f;
543
+                paddle.xpos += 5.0f;
544
+                glutPostRedisplay();
545
+            }
546
+            break;
547
+        default:
548
+            break;
549
+    }
550
+}

+ 85
- 0
Breakout.h Dosyayı Görüntüle

@@ -0,0 +1,85 @@
1
+//
2
+//  Breakout.h
3
+//  ogamalBreakout
4
+//
5
+//  Created by Osama Attia on 9/21/14.
6
+//  ogamal@iastate.edu
7
+//
8
+
9
+#ifndef BREAKOUT_H
10
+#define BREAKOUT_H
11
+
12
+#include <vector>
13
+#include <iostream>
14
+#include <stdlib.h>
15
+#include <math.h>
16
+#if defined(__APPLE__) || defined(MACOSX)
17
+	#include <GLUT/glut.h>
18
+#else
19
+	#include <GL/glut.h>
20
+#endif
21
+
22
+// My includes
23
+#include "MyObjects.h"      // Game-specific objects
24
+#include "config.h"         // Game configurations
25
+
26
+class Breakout {
27
+
28
+public:
29
+    // Class Constructor/Destructor
30
+	Breakout();
31
+	~Breakout();
32
+    
33
+    // Public functions (handle GLUT calls)
34
+	void display(void);
35
+	void init(void);
36
+	void reshape(int width, int height);
37
+	void mouseClick(int button, int state, int x, int y);
38
+	void mouseMove(int x, int y);
39
+	void keyStroke(unsigned char key, int x, int y);
40
+	void specialKeyPos(int key, int x, int y);
41
+    
42
+private:
43
+    // Game statistics
44
+    int score;
45
+    int level;
46
+    int reward;
47
+    int lifesCount;
48
+    
49
+    // Possible ame mode
50
+    enum State {INIT, Menus, Gameplay, Scoreboard};
51
+    Breakout::State gameState;
52
+    
53
+    // Balls
54
+    std::vector <Ball> balls;
55
+    
56
+    // Paddle
57
+    Paddle paddle;
58
+    
59
+    // Bricks
60
+    std::vector<Brick> bricks;
61
+    
62
+    // Private functions
63
+    void drawBackground(void);
64
+    void drawGame(void);
65
+    void newBall(float x, float y);
66
+    void drawBalls(void);
67
+    void initPaddle(void);
68
+    void drawPaddle(void);
69
+    void initBricks(void);
70
+    void bricksLevel1(void);
71
+    void bricksLevel2(void);
72
+    void drawBricks(void);
73
+    template <typename Iterator>
74
+    int wallCollision(Iterator it);
75
+    template <typename Iterator>
76
+    bool brickCollision(Iterator it, Iterator br);
77
+    template <typename Iterator>
78
+    Iterator hitBrick(Iterator brick);
79
+    void drawLife(float x, float y);
80
+    void drawGameStats(void);
81
+    void drawScore(void);
82
+    void drawCoordinate(void);
83
+};
84
+
85
+#endif // BREAKOUT_H

+ 9
- 0
MainMenu.cpp Dosyayı Görüntüle

@@ -0,0 +1,9 @@
1
+//
2
+//  MainMenu.cpp
3
+//  ogamalBreakout
4
+//
5
+//  Created by Osama Attia on 9/21/14.
6
+//  ogamal@iastate.edu
7
+//
8
+
9
+#include "MainMenu.h"

+ 14
- 0
MainMenu.h Dosyayı Görüntüle

@@ -0,0 +1,14 @@
1
+//
2
+//  MainMenu.h
3
+//  ogamalBreakout
4
+//
5
+//  Created by Osama Attia on 9/21/14.
6
+//  ogamal@iastate.edu
7
+//
8
+
9
+#ifndef __ogamalBreakout__MainMenu__
10
+#define __ogamalBreakout__MainMenu__
11
+
12
+#include <iostream>
13
+
14
+#endif /* defined(__ogamalBreakout__MainMenu__) */

+ 36
- 0
MyObjects.h Dosyayı Görüntüle

@@ -0,0 +1,36 @@
1
+//
2
+//  MyObjects.h
3
+//  ogamalBreakout
4
+//
5
+//  Created by Osama Attia on 9/23/14.
6
+//  ogamal@iastate.edu
7
+//
8
+
9
+#ifndef ogamalBreakout_MyObjects_h
10
+#define ogamalBreakout_MyObjects_h
11
+
12
+// Ball
13
+struct Ball {
14
+    GLfloat xpos, ypos;
15
+    GLfloat xvel, yvel;
16
+    GLfloat radius;
17
+    GLfloat r, g, b;
18
+};
19
+
20
+// Paddle
21
+struct Paddle {
22
+    GLfloat xpos, ypos;
23
+    GLfloat width, height;
24
+    GLfloat r, g, b;
25
+};
26
+
27
+// Brick
28
+struct Brick {
29
+    GLfloat xpos, ypos;
30
+    GLfloat width, height;
31
+    GLfloat r, g, b;
32
+    GLint health;
33
+    GLint value;
34
+};
35
+
36
+#endif

+ 37
- 0
config.h Dosyayı Görüntüle

@@ -0,0 +1,37 @@
1
+//
2
+//  config.h
3
+//  ogamalBreakout
4
+//
5
+//  Created by Osama Attia on 9/21/14.
6
+//  ogamal@iastate.edu
7
+//
8
+
9
+#ifndef ogamalBreakout_config_h
10
+#define ogamalBreakout_config_h
11
+
12
+// Force Redraw timer
13
+#define TIMER 16.6          // 60 frame per second
14
+
15
+// Window settings
16
+#define WINTITLE "Breakout Game ~ By Osama Attia"
17
+const int WINWIDTH  = 800;
18
+const int WINHEIGHT = 600;
19
+
20
+// Wall settings
21
+const int WALLWIDTH = 700;                          // Wall width
22
+const int WALLHEIGHT = 180;                         // Wall height
23
+const float WALLX = (WINWIDTH - WALLWIDTH) / 2.0f;  // Wall start point(x)
24
+const float WALLY = WALLX + 40;                     // Wall start point(y)
25
+const int WALLSPACE = 3;                            // Space between bricks
26
+const int WALLCOLS = 15;                            // Wall columns count
27
+const int WALLROWS = 10;                            // Wall rows count
28
+
29
+// Pedal Settings
30
+const float PEDALWIDTH = 150.0f;
31
+const float PEDALHEIGHT = 12.0f;
32
+
33
+// Ball settings
34
+const float BALL_RADIUS = 6.0f;
35
+const int CIRCLE_SEGMENTS = 50; // used in drawing ball and the life/heart symbol
36
+
37
+#endif

+ 92
- 0
main.cpp Dosyayı Görüntüle

@@ -0,0 +1,92 @@
1
+//
2
+//  main.cpp
3
+//  ogamalBreakout
4
+//
5
+//  Created by Osama Attia on 9/21/14.
6
+//  ogamal@iastate.edu
7
+//
8
+
9
+#include <iostream>
10
+#include <assert.h>
11
+#include "math.h"
12
+#if defined(__APPLE__) || defined(MACOSX)
13
+	#include <GLUT/glut.h>
14
+#else
15
+	#include <GL/glut.h>
16
+#endif
17
+
18
+#include "Breakout.h"
19
+
20
+
21
+Breakout game;
22
+
23
+// Define the display function
24
+void myDisplay()
25
+{
26
+	game.display();
27
+}
28
+
29
+// Define the reshape function
30
+void myReshape(int width, int height)
31
+{
32
+	game.reshape(width, height);
33
+}
34
+
35
+// Define the mouse click events
36
+void myMouseClick(int button, int state, int x, int y)
37
+{
38
+	game.mouseClick(button, state, x, y);
39
+}
40
+
41
+// Define the mouse drag events
42
+void myMouseMove(int x, int y)
43
+{
44
+	game.mouseMove(x, y);
45
+}
46
+
47
+// Define keystroke events
48
+void myKeyStroke(unsigned char key, int x, int y)
49
+{
50
+	game.keyStroke(key, x, y);
51
+}
52
+
53
+void mySpecialKeyStroke(int key, int x, int y)
54
+{
55
+	game.specialKeyPos(key, x, y);
56
+}
57
+
58
+// The main function here
59
+int main(int argc, char ** argv)
60
+{
61
+	// Init glut
62
+	glutInit(&argc, argv);
63
+
64
+	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_MULTISAMPLE);
65
+	// Init display mode
66
+
67
+	// Init window size, position, title
68
+	glutInitWindowSize(WINWIDTH, WINHEIGHT);
69
+	glutInitWindowPosition(100, 100);
70
+	glutCreateWindow(WINTITLE);
71
+    
72
+	// Init game
73
+	game.init();
74
+
75
+	// Draw scene
76
+	glutDisplayFunc(myDisplay);
77
+	// Handle reshape
78
+	glutReshapeFunc(myReshape);
79
+	// Handle mouse clicks
80
+	glutMouseFunc(myMouseClick);
81
+	// Handle mouse motion
82
+//	glutMotionFunc(myMouseMove);
83
+    glutPassiveMotionFunc(myMouseMove);
84
+	// Handle keyboard strokes
85
+	glutKeyboardFunc(myKeyStroke);
86
+	// specify keyboard special key input events
87
+	glutSpecialFunc(mySpecialKeyStroke);
88
+	// Enter the opengl event processing loop
89
+	glutMainLoop();
90
+
91
+	return 0;
92
+}